package v9.assist.script

import sample.ui.ConsoleLayout
import sample.ui.AppDispatchers
import sample.ui.Properties
import kotlinx.coroutines.Job
import kotlinx.coroutines.delay
import kotlinx.coroutines.script.Block
import kotlinx.coroutines.script.C
import kotlinx.coroutines.script.Controller
import kotlinx.coroutines.script.Controller.Companion.processExitGame
import kotlinx.coroutines.script.tes.DiskLogUtils
import kotlinx.coroutines.script.tes.appScopeLaunch
import kotlinx.coroutines.script.tes.printLog
import kotlinx.coroutines.script.tes.pt
import kotlinx.coroutines.script.tes.random
import kotlinx.coroutines.script.tes.readByDisk
import kotlinx.coroutines.script.tes.shake
import kotlinx.coroutines.script.tes.toast
import kotlinx.coroutines.script.accAutoAtk
import v9.assist.access.accClick
import v9.assist.access.accPathfinding

import v9.assist.access.btnApplyAccept
import v9.assist.access.btnApplyMenu
import v9.assist.access.btnApplyPopMenu
import v9.assist.access.btnApplyRefuse
// import v9.assist.access.btnAtvConfirm
import v9.assist.access.btnCloseable
import v9.assist.access.btnEditFriendClose
import v9.assist.access.btnInteract
import v9.assist.access.btnInviteBlackClose
import v9.assist.access.btnInviteCancel
import v9.assist.access.btnInviteConfirm
import v9.assist.access.btnPopApplyClose
import v9.assist.access.btnPopTxtCancel
import v9.assist.access.btnPopTxtConfirm
import v9.assist.access.btnRandomBuff
import v9.assist.access.btnReviveByOtherCancel
import v9.assist.access.btnReviveInCity
import v9.assist.access.btnReviveInHere
import v9.assist.access.btnSceneHideState
import v9.assist.access.btnSceneInviteGroupAllClose
import v9.assist.access.btnScreenCenter
import v9.assist.access.btnSelectRole
import v9.assist.access.btnSkipAnim
import v9.assist.access.releaseLastGestures

import v9.assist.analyst.PAGE_APPLY
import v9.assist.analyst.PAGE_APPLY_EMPTY
import v9.assist.analyst.PAGE_BASE_MENU
import v9.assist.analyst.PAGE_BE_INVITED
import v9.assist.analyst.PAGE_BE_INVITED_BLACK_GROUP
import v9.assist.analyst.PAGE_BOSS_DIRECT_OR_BUFF
import v9.assist.analyst.PAGE_CLOSEABLE
import v9.assist.analyst.PAGE_EDIT_FRIEND_NAME
import v9.assist.analyst.PAGE_INITIAL
import v9.assist.analyst.PAGE_MAIN
import v9.assist.analyst.PAGE_POP_TEXT
import v9.assist.analyst.PAGE_REVIVE
import v9.assist.analyst.PAGE_REVIVE_BY_OTHER
import v9.assist.analyst.PAGE_ROOT_ENTER
import v9.assist.analyst.PAGE_ROOT_ENTER_TIP
import v9.assist.analyst.PAGE_SCENE_COMPLETED
import v9.assist.analyst.PAGE_SCENE_ENTER
import v9.assist.analyst.PAGE_SCENE_GROUP_INVITE_PLAYER
import v9.assist.analyst.PAGE_SELECT_ROLE
import v9.assist.analyst.PAGE_SKIP
import v9.assist.analyst.PAGE_TALK_BLACKSMITH
import v9.assist.analyst.PAGE_TALK_NPC
import v9.assist.analyst.anaClearSceneSettle
import v9.assist.analyst.anaLastHasBackpack100Ts
import v9.assist.analyst.anaLastHasEnemyBossNameTs
import v9.assist.analyst.anaLastHasEnemyNameTs
import v9.assist.analyst.anaLastHasInteractTs
import v9.assist.analyst.anaLastPageTalkNpcTs
import v9.assist.analyst.anaLastSMapHMFeature10Ts
import v9.assist.analyst.anaLastSMapHMFeature11Ts
import v9.assist.analyst.anaLastSMapHMFeature12Ts
import v9.assist.analyst.anaLastSMapHMFeature13Ts
import v9.assist.analyst.anaLastSMapHMFeature1Ts
import v9.assist.analyst.anaLastSMapHMFeature14Ts
import v9.assist.analyst.anaLastSMapHMFeature2Ts
import v9.assist.analyst.anaLastSMapHMFeature3Ts
import v9.assist.analyst.anaLastSMapHMFeature4Ts
import v9.assist.analyst.anaLastSMapHMFeature6Ts
import v9.assist.analyst.anaLastSMapHMFeature8Ts
import v9.assist.analyst.anaLastSMapHMFeature9Ts
import v9.assist.analyst.anaLastSceneSettleTs
import v9.assist.analyst.anaUpdateExcludeEnemyName
import v9.assist.analyst.setupAnalystScene
import v9.assist.analyst.analystInitialized
import v9.assist.analyst.angleByRoad
import v9.assist.analyst.blockBlacksmith
import v9.assist.analyst.blockBlueDoor
import v9.assist.analyst.blockEliteEnemyBoss
import v9.assist.analyst.bsAcceptApply
import v9.assist.analyst.bsAcceptInvite
import v9.assist.analyst.bsBossBeside
import v9.assist.analyst.bsEnemy
import v9.assist.analyst.bsHasApplyDot
import v9.assist.analyst.bsHasEnemy
import v9.assist.analyst.bsHasInteract
import v9.assist.analyst.bsHasReviveRightBtn
import v9.assist.analyst.bsHasTransmitting
import v9.assist.analyst.bsPage
import v9.assist.analyst.bsPlayerHpLosing
import v9.assist.analyst.bsSceneSettle
import v9.assist.analyst.bsSceneSettleBlacksmith
import v9.assist.analyst.counterActionStopped
import v9.assist.analyst.fsInfo

import v9.assist.analyst.lastBlacksmithTs
import v9.assist.analyst.lastEliteEnemyBossTs
import v9.assist.analyst.lastEliteEnemyTs
import kotlin.math.max

private var scriptInError = false
private var n: Long? = null // 检查CDK用的时间戳标记
private var job: Job? = null

private var sLastFeature1Ts = 0L // 副本起点 B
private var sLastFeature2Ts = 0L // 副本起点 A

private var sLastFeature14Ts = 0L // 交叉口.[扩大左上角]
private var sLastFeature3Ts = 0L // Boss前小道
private var sLastFeature4Ts = 0L
private var sLastFeature6Ts = 0L
private var sLastFeature7Ts = 0L //
private var sLastFeature8Ts = 0L //
private var sLastFeature9Ts = 0L // boss前卡主
private var sLastFeature10Ts = 0L // Boss前小道B
private var sLastFeature11Ts = 0L
private var sLastFeature12Ts = 0L
private var sLastFeature12Child1Ts = 0L //回头攻击
private var sCounterFeature12Child1 = 0
private var sLastFeature13Ts = 0L
private var counterOnceTip1 = 0

fun startSceneHM() {
    job?.cancel()
    job = appScopeLaunch(AppDispatchers.Script) {
        scriptInError = false
        xCounterNetRetry = Properties.netRetryCount
        xLastAtvTs = System.currentTimeMillis()
        xLastSceneEnterTs = System.currentTimeMillis() // 现在只记录副本开始时间
        setupAnalystScene(C.S_HM)
        anaUpdateExcludeEnemyName("")
        n = System.currentTimeMillis()
        delay(200) 
        while(Controller.isRunning && !scriptInError) {
            checkScriptError()
            if (!analystInitialized) {
                printLog { "Script invoking not ready" }
                ConsoleLayout.outputText("等待首帧截屏.连续出现重启脚本")
                toast("等待首帧截屏.连续出现重启脚本")
                delay(1000) // 刚开始没准备好
            } else {
                val timestamp = System.currentTimeMillis()
                processFsHM()
                val using = System.currentTimeMillis() - timestamp
                if (using < 10) delay(if (bsPage == PAGE_INITIAL) 800L.shake(50) else 200L.shake(5))
            }
        }
    }
}

fun stopSceneHM() {
    xSceneHideState = false
    xBossDirectOrBuff = false
    xLastAtvTs = 0 // 不能少
    job?.cancel()
    anaClearSceneSettle()
}

suspend fun processFsHM() {
    fsInfo.also { if (bsPage != SCRIPT_MAIN) printLog { "processFs $it" } }

    if (bsPage == PAGE_BE_INVITED) {
        val widget = if (bsAcceptInvite) btnInviteConfirm else btnInviteCancel
        accClick(widget, afterDelay = 500)
        random.nextInt(360).also { 
            listOf(it, it, it, it).forEachIndexed { index, i -> 
                printLog { "script 随机移动 $index" }
                accPathfinding(i)
            }
            releaseLastGestures()
        }
    } else if (bsPage == PAGE_REVIVE) {
        if (bsHasReviveRightBtn) {
            accClick(btnReviveInHere, afterDelay = 333)
        } else {
            accClick(btnReviveInCity, afterDelay = 333)
            if (xBossDirectOrBuff) xLastBossDirectOrBuffTs = System.currentTimeMillis()
        }
        xLastAtvTs = System.currentTimeMillis()
        xLastReviveTs = System.currentTimeMillis()
    } else if (bsPage == PAGE_SCENE_ENTER) {
        accSceneEnter()
    } else if (bsPage == PAGE_BASE_MENU) {
        accClick(btnScreenCenter, afterDelay = 2000)
    } else if (bsPage == PAGE_SKIP) {
        delay(500)
        accClick(btnSkipAnim, afterDelay = 2500)
        delay(500)
        xLastAtvTs = System.currentTimeMillis()
    } else if (bsPage == PAGE_POP_TEXT) {
        accClick(btnPopTxtCancel, afterDelay = 2400)
        listOf(0, 0, 0, 0, 0, 0, 0).forEachIndexed { index, i ->
            printLog { "script 防止卡地图移动 $index" }
            if (bsHasEnemy || bsPlayerHpLosing || bsBossBeside) accAutoAtk(i)
            else accPathfinding(i)
        }
        accClick(btnInteract, afterDelay = 1500)
        accClick(btnPopTxtConfirm, afterDelay = 2000) // 如果是在外面的入口卡住
        xLastAtvTs = System.currentTimeMillis() // 延长时间
    } else if (bsPage == PAGE_BE_INVITED_BLACK_GROUP) {
        delay(500)
        accClick(btnInviteBlackClose, afterDelay = 1500)
    } else if (bsPage == PAGE_EDIT_FRIEND_NAME) {
        delay(500)
        accClick(btnEditFriendClose, afterDelay = 1500)
        random.nextInt(360).also { 
            listOf(it, it, it, it).forEachIndexed { index, i -> 
                printLog { "script 随机移动 $index" }
                accPathfinding(i)
            }
            releaseLastGestures()
        }
    } else if (bsPage == PAGE_SCENE_GROUP_INVITE_PLAYER) {
        delay(500)
        accClick(btnSceneInviteGroupAllClose, afterDelay = 1500)
        random.nextInt(360).also { 
            listOf(it, it, it, it).forEachIndexed { index, i -> 
                printLog { "script 随机移动 $index" }
                accPathfinding(i)
            }
            releaseLastGestures()
        }
    } else if (bsPage == PAGE_TALK_BLACKSMITH || bsPage == PAGE_SCENE_COMPLETED
        || bsSceneSettleBlacksmith || bsSceneSettle
    ) {
        if (bsEnemy == "Y" || bsEnemy == "B" || bsEnemy == "P" || blockEliteEnemyBoss != null
            && System.currentTimeMillis() - sLastFeature34Ts > 1000) {
            anaClearSceneSettle()
            sLastFeature34Ts = System.currentTimeMillis()
        }
        else {
            xLastAtvTs = System.currentTimeMillis()
            sceneHandlingSettle(
                blacksmithBy = { blacksmithByBlueDoor(blockBlueDoor) ?: blacksmithByBlacksmith(blockBlacksmith) },
                exitBy = { exitByBlueDoor(blockBlueDoor) ?: exitByBlacksmith(blockBlacksmith) }
            )
        }
    } else if (bsPage == PAGE_TALK_NPC) {
        delay(500)
        accClick(btnScreenCenter, afterDelay = 1500)
        listOf(135, 135, 135, 135).forEachIndexed { index, i ->
            printLog { "script NPC对话后移动 $index" } // 可能是通关了.
            accPathfinding(i)
        }

        releaseLastGestures()
    } else if (bsPage == PAGE_APPLY_EMPTY) {
        accClick(btnPopApplyClose, afterDelay = 1000)
    } else if (bsPage == PAGE_APPLY) {
        accClick(if (bsAcceptApply) btnApplyAccept else btnApplyRefuse, afterDelay = 1000)
    } else if (bsPage == PAGE_SELECT_ROLE) {
        accClick(btnSelectRole, afterDelay = 1500)
    } else if (bsPage == PAGE_CLOSEABLE) {
        delay(500)
        accClick(btnCloseable, afterDelay = 3000)
        xLastCloseableTs = System.currentTimeMillis()
    } else if (bsPage == PAGE_BOSS_DIRECT_OR_BUFF) {
        delay(500)
        accClick(btnRandomBuff, afterDelay = 2000)
        xLastBossDirectOrBuffTs = System.currentTimeMillis()
        xBossDirectOrBuff = true
    } else if (bsPage == PAGE_REVIVE_BY_OTHER) {
        accClick(btnReviveByOtherCancel, afterDelay = 1500)
    } else if (bsPage == PAGE_ROOT_ENTER_TIP || bsPage == PAGE_ROOT_ENTER) {
        tryEnterByRelaunch()
    } else if (bsPage == PAGE_MAIN) { // 主页操作
        if (bsHasEnemy || bsPlayerHpLosing || bsBossBeside) {
            sceneHMSpecialHandling1()
            accAutoAtk(angleByRoad)
            xLastAtvTs = System.currentTimeMillis()
            if (bsHasEnemy) xLastAtkTs = System.currentTimeMillis()
        } else if (
            (System.currentTimeMillis() - xLastBossDirectOrBuffTs < 30000 || (System.currentTimeMillis() - xLastReviveTs < 30000 && xBossDirectOrBuff))
            && System.currentTimeMillis() - anaLastHasEnemyNameTs > 3000
            && blockBlueDoor != null) {
            listOf(40, 40, 40, 40, 40, 40, 40,
                210, 210, 100, 110, 120).forEachIndexed { index, i ->
                printLog { "scriptHM. 直通直接去bossA $index" }
                accPathfinding(i, if (index >= 8) btnInteract else null)
            }
        } else if (bsHasTransmitting
            && !bsPlayerHpLosing
            && System.currentTimeMillis() - anaLastHasInteractTs < 9000) {
            // 开门流程
            xCounterInteract = 0
            delay(500)
        } else if (System.currentTimeMillis() - anaLastHasBackpack100Ts < 50000
            && (System.currentTimeMillis() - xLastAtkTs > 3000 || System.currentTimeMillis() - anaLastSceneSettleTs < 10000)
            && System.currentTimeMillis() - sLastFeature29Ts > 50000) {
            printLog { "script 满背包尝试分解" }
            tryPetBlacksmithSubmit()
            sLastFeature29Ts = System.currentTimeMillis()
        } else if (bsHasInteract && !bsPlayerHpLosing
            && System.currentTimeMillis() - xLastUnknownTs > 8000
            && System.currentTimeMillis() - xLastSceneEnterTs > 12000
            && System.currentTimeMillis() - lastEliteEnemyBossTs > 16000  // 击杀boss后不要乱点
            && System.currentTimeMillis() - xLastBossDirectOrBuffTs > 20000
            && !bsSceneSettle && !bsSceneSettleBlacksmith
            && System.currentTimeMillis() - anaLastSceneSettleTs > 15000
            && System.currentTimeMillis() - xLastReviveTs > 20000 // 刚复活出去了?
            && System.currentTimeMillis() - xLastCloseableTs > 10000) {
            accClick(btnInteract, afterDelay = 0L)
            xCounterInteract++
            if (xCounterInteract % 2 == 0) { // 超过？秒即可。 互动进度条 6秒够了
                delay(500)
                accPathfinding(angleByRoad)
                accPathfinding(angleByRoad)
                accPathfinding(angleByRoad)
                accPathfinding(random.nextInt(360))
            }
        } else if (bsHasApplyDot && Properties.inviteAutoAccept != 0) {
            accClick(btnApplyMenu, afterDelay = 500)
            accClick(btnApplyPopMenu, afterDelay = 1000)
        } else {
            // 寻路流程
            xCounterInteract = 0
            sceneHMSpecialHandling1()
            accPathfinding(sceneAngleByRoad(), pathfindingWith())

            if (counterOnceTip1 < 6 && System.currentTimeMillis() - anaLastHasEnemyBossNameTs in 4000 .. 8000) {
                toast("游戏->设置->画面品质改为低.不然你会卡在Boss第1阶段一直往右跑 $counterOnceTip1")
                counterOnceTip1++
            }
        }
    } else if (bsPage != PAGE_MAIN) {
        scriptHandlingUnknown()
    }
}

private fun pathfindingWith(): String? {
    if (!bsSceneSettle && !bsSceneSettleBlacksmith
        && System.currentTimeMillis() - anaLastSceneSettleTs > 20000
        && System.currentTimeMillis() - xLastSceneEnterTs > 10000
    ) {
        if (System.currentTimeMillis() - xLastUnknownTs < 8000
            && System.currentTimeMillis() - anaLastSMapHMFeature14Ts < 24000
            && System.currentTimeMillis() - anaLastPageTalkNpcTs > 8000) {
            printLog { "pathfindingWith btnInteract by scene to P2 npc" }
            return btnInteract
        }
    }
    return null
}

suspend fun sceneHMSpecialHandling1() {
    if (xSceneInvokedExit) {
        printLog { "scriptHM 节点.刚退出副本的处理" }
        listOf(320, 320, 320, 320, 320).forEachIndexed { index, i ->
            printLog { "scriptHM 节点.回到副本 $index" }
            accPathfinding(i, if (index >= 3) btnInteract else null)
        }
        // 这里接一手弹窗确认点击
        accClick(btnPopTxtConfirm, afterDelay = 1500) // 如果是在外面的入口卡住
        xSceneInvokedExit = false
    } else if (System.currentTimeMillis() - xLastAtkTs > 240000
        && System.currentTimeMillis() - xLastAtvTs > 240000
        && System.currentTimeMillis() - xLastSceneExitTs > 120000) {
        printLog { "scriptHM 节点.超时退出" }
        sceneExit()
    } else if (counterActionStopped > 30 && System.currentTimeMillis() - xLastAtkTs > 3000
        && System.currentTimeMillis() - sLastFeature33Ts > 60000) {
        printLog { "script 节点.原地不动." }
        releaseLastGestures()
//        accClick(btnSmallMap, afterDelay = 2000)
        counterActionStopped = 0
        sLastFeature33Ts = System.currentTimeMillis()
    } else if (System.currentTimeMillis() - anaLastSMapHMFeature2Ts < 2000
        && System.currentTimeMillis() - sLastFeature2Ts > 6000) {
        listOf(10, 0, 10).forEachIndexed { index, i ->
            printLog { "scriptHM 节点.副本起点A $index" }
            accPathfinding(i, if (index >= 2) btnInteract else null)
        }
        sLastFeature2Ts = System.currentTimeMillis()
    } else if (System.currentTimeMillis() - anaLastSMapHMFeature1Ts < 2000
        && System.currentTimeMillis() - sLastFeature1Ts > 6000) {
        if (!xSceneHideState) {
            printLog { "script. 收起副本状态" }
            accClick(btnSceneHideState, afterDelay = 500)
            xSceneHideState = true
        }
        listOf(260, 320, 330, 330, 45, 60, 95, 110, 120, 120).forEachIndexed { index, i ->
            printLog { "scriptHM 节点.毁灭副本起点B $index" }
            accPathfinding(i, if (index < 5) btnInteract else null)
        }
        sLastFeature1Ts = System.currentTimeMillis()
    } else if (System.currentTimeMillis() - anaLastSMapHMFeature14Ts < 2000
        && System.currentTimeMillis() - sLastFeature14Ts > 6000) {
        listOf(180, 185, 180, 185, 180, 165, 170, 165, 170, 165, 180, 185, 180, 185,
            180, 185, 180, 185,).forEach {
            if (System.currentTimeMillis() - lastEliteEnemyBossTs > 1000
//              导致下不去悬崖.除非判断npc不在玩家下面 && System.currentTimeMillis() - lastSMapTargetToNpcTs > 1000
                && System.currentTimeMillis() - xLastAtkTs > 1000) {
                printLog { "scriptHM 节点.交叉口 $it" } // 情况有变.有Boss去
                if (bsHasEnemy || bsPlayerHpLosing || bsBossBeside) accAutoAtk(it)
                else accPathfinding(it)
            }
        }
        sLastFeature14Ts = System.currentTimeMillis()
    } else if (System.currentTimeMillis() - anaLastSMapHMFeature3Ts < 2000
        && System.currentTimeMillis() - sLastFeature3Ts > 6000) {
        listOf(35, 40, 35, 40, 35, 40, 35, 40, 60, 55, 60, 55, 60, 55, 45, 45,
            40, 35, 40, 35, 40, 60, 55, 60, 55, 60, 55, 45, 45,
            40, 60, 55, 60, 55, 60, 55, 45, 45,).forEachIndexed { index, i ->
            printLog { "scriptHM 节点.Boss前小道 $index" }
            if (bsHasEnemy || bsPlayerHpLosing || bsBossBeside) accAutoAtk(i)
            else accPathfinding(i)
        }
        sLastFeature3Ts = System.currentTimeMillis()
    } else if (System.currentTimeMillis() - anaLastSMapHMFeature10Ts < 2000
        && System.currentTimeMillis() - sLastFeature10Ts > 6000) {
        listOf(30, 50, 30, 50, 30, 50, 30, 50, 60, 50, 60, 50, 60, 50, 40, 40,
            40, 30, 50, 30, 230, 235, 225, 40, 60, 55, 60, 55, 60, 55, 45, 230, 235,
            60, 55, 60, 55, 60, 55, 40, 40,).forEachIndexed { index, i ->
            if (System.currentTimeMillis() - anaLastSMapHMFeature12Ts > 1000
                && System.currentTimeMillis() - anaLastSMapHMFeature6Ts > 1000
                && System.currentTimeMillis() - lastEliteEnemyTs > 1000) {
                printLog { "scriptHM 节点.Boss前小道B $index" }
                if (bsHasEnemy || bsPlayerHpLosing || bsBossBeside) accAutoAtk(i)
                else accPathfinding((i + 10)) // 感觉往右边多一点.偏移10度
            }
        }
        sLastFeature10Ts = System.currentTimeMillis()
    } else if (System.currentTimeMillis() - anaLastSMapHMFeature4Ts < 2000
        && System.currentTimeMillis() - sLastFeature4Ts > 6000) {
        listOf(330, 290, 330, 290, 330, 290, 330, 290, 330, 290, 330, 290, 330, 290,
            330, 290, 330, 290, 0, 350, 0, 10).forEachIndexed { index, i ->
            printLog { "scriptHM 节点.副本外入口 $index" } // 遇到门就互动
            accPathfinding(i, if (index > 4) btnInteract else null)
        }
        sLastFeature4Ts = System.currentTimeMillis()
    } else if (System.currentTimeMillis() - anaLastSMapHMFeature6Ts < 2000
        && System.currentTimeMillis() - sLastFeature6Ts > 6000) {
        listOf(260, 250, 260, 250, 260, 250, 260, 270, 260, 180, 180, 190, 180, 190,
            225, 225, 210, 210, 190, 190, 180).forEachIndexed { index, i ->
            if (System.currentTimeMillis() - anaLastSMapHMFeature14Ts > 2000) {
                printLog { "scriptHM 节点.Boss1阶段击破右侧悬崖树 $index" } // 遇到门就互动
                if (bsHasEnemy || bsPlayerHpLosing || bsBossBeside) accAutoAtk(i)
                else accPathfinding(i)
            }
        }
        if (System.currentTimeMillis() - lastBlacksmithTs < 3000
            && System.currentTimeMillis() - anaLastSMapHMFeature14Ts > 8000) {
            // 副本外传送门
            listOf(270, 275, 270, 275, 270, 275, 270, 275, 270, 275, 270, 275, 270, 275,
                270, 275, 270, 275, 270, 275, 0, 350, 0, 10).forEachIndexed { index, i ->
                printLog { "scriptHM 节点.副本外入口右侧B $index" } // 遇到门就互动
                accPathfinding(i, if (index > 10) btnInteract else null)
            }
            accClick(btnPopTxtConfirm, afterDelay = 2000) // 如果是在外面的入口卡住
        }
        sLastFeature6Ts = System.currentTimeMillis()
    } else if (System.currentTimeMillis() - anaLastSMapHMFeature11Ts < 2000
        && System.currentTimeMillis() - sLastFeature11Ts > 6000) {
        listOf(340, 340, 320, 300, 270, 260, 250, 240, 230, 200, 180).forEachIndexed { index, i ->
            if (System.currentTimeMillis() - lastEliteEnemyBossTs > 1000) {
                printLog { "scriptHM 节点.Boss1阶段击破去交叉点卡左下坑 $index" } // 遇到门就互动
                accPathfinding(i)
            }
        }
        sLastFeature11Ts = System.currentTimeMillis()
    } else if (System.currentTimeMillis() - anaLastSMapHMFeature8Ts < 2000
        && System.currentTimeMillis() - sLastFeature8Ts > 6000) {
        listOf(270, 275, 270, 275, 270, 275, 270, 275, 270, 275, 270, 275, 270, 275,
            20, 40, 20, 40, 20).forEachIndexed { index, i ->
            printLog { "scriptHM 节点.副本外入口右侧A $index" } // 遇到门就互动
            accPathfinding(i, if (index > 2) btnInteract else null)
        }
        accClick(btnPopTxtConfirm, afterDelay = 2000) // 如果是在外面的入口卡住
        sLastFeature8Ts = System.currentTimeMillis()
    } else if (System.currentTimeMillis() - anaLastSMapHMFeature9Ts < 2000
        && System.currentTimeMillis() - sLastFeature9Ts > 12000) {
        listOf(340, 350, 340, 350, 340, 45, 45, 90).forEachIndexed { index, i ->
            printLog { "scriptHM 节点.最终Boss前小路卡住 $index" } // 遇到门就互动
            if (bsHasEnemy || bsPlayerHpLosing) accAutoAtk(i)
            else accPathfinding(i)
        }
        sLastFeature9Ts = System.currentTimeMillis()
    } else if (System.currentTimeMillis() - anaLastSMapHMFeature12Ts < 2000
        && System.currentTimeMillis() - sLastFeature12Ts > 1000) {
        if (System.currentTimeMillis() - sLastFeature12Child1Ts < 4000) {
            sCounterFeature12Child1++ // 回头计数
            if (sCounterFeature12Child1 > 3) {
                listOf(240, 250, 240, 250, 240).forEachIndexed { index, i ->
                    printLog { "scriptHM 节点.恶魔督军 回头清理敌人A $index" }
                    if (bsHasEnemy || bsPlayerHpLosing) accAutoAtk(i)
                    else accPathfinding(i)
                }
                listOf(250, 240, 250, 240, 250, 240).forEachIndexed { index, i ->
                    if (System.currentTimeMillis() - anaLastHasEnemyNameTs < 1000) {
                        printLog { "scriptHM 节点.恶魔督军 回头清理敌人B $index" }
                        if (bsHasEnemy || bsPlayerHpLosing) accAutoAtk(i)
                        else accPathfinding(i)
                    }
                }
                sCounterFeature12Child1 = 0
            }
        } else sCounterFeature12Child1 = 0
        sLastFeature12Child1Ts = System.currentTimeMillis()
        sLastFeature12Ts = System.currentTimeMillis()
    } else if (System.currentTimeMillis() - anaLastSMapHMFeature13Ts < 2000
        && System.currentTimeMillis() - sLastFeature13Ts > 24000) {
        listOf(280, 290, 280, 290, 280, 290, 280, 290, 280, 290, 280, 290, 280, 310, 310).forEachIndexed { index, i ->
            printLog { "scriptHM 节点.起点漏小怪 $index" } // 遇到门就互动
            if (bsHasEnemy || bsPlayerHpLosing) accAutoAtk(i)
            else accPathfinding(i)
        }
        sLastFeature13Ts = System.currentTimeMillis()
    }
}

private fun blacksmithByBlueDoor(blueDoor: Block?): Block? {
    if (blueDoor == null) return null
    return Block("铁匠", blueDoor.x - 30.pt, blueDoor.y - 4.pt, 0, 0)
}
private fun blacksmithByBlacksmith(blacksmith: Block?): Block? {
    if (blacksmith == null) return null
    return Block("铁匠fixed", blacksmith.x - 2.pt, blacksmith.y - 1.pt, 0, 0)
}
private fun exitByBlueDoor(blueDoor: Block?): Block? {
    if (blueDoor == null) return null
    return Block("小地图传送门fixed", blueDoor.x + 2.pt, blueDoor.y - 1.pt, 0, 0)
}
private fun exitByBlacksmith(blacksmith: Block?): Block? {
    if (blacksmith == null) return null
    return Block("小地图传送门By铁匠", blacksmith.x + 30.pt, blacksmith.y + 3.pt, 0, 0)
}

private suspend fun checkScriptError() {
    if (xLastAtvTs == 0L) {
        return
    }
    if (xScriptEndTs > 0 && System.currentTimeMillis() > xScriptEndTs) {
        scriptInError = true
        processExitGame("定时结束(${Properties.stopCountdown}秒)")
        DiskLogUtils.saveToDisk()
    }
    val timeout = Properties.scriptStopTimeout * 1000L   // 超过分钟没有敌人停止脚本
    xAtvLeftTime = max(0, timeout - (System.currentTimeMillis() - xLastAtvTs))
    if (System.currentTimeMillis() - xLastAtvTs > timeout) {
        scriptInError = true
        processExitGame("${C.ERROR_END}=${timeout / 1000}")
        DiskLogUtils.saveToDisk()
    }
    val ne = n
    if (ne != null && System.currentTimeMillis() - ne > timeout
        && System.currentTimeMillis() - lastEliteEnemyBossTs > timeout) {
        // 还有一种情况. 就是已经运行了x分钟了.但是没有boss 可能卡遗迹了
        scriptInError = true
        processExitGame("${C.ERROR_END}=BossLoss")
        DiskLogUtils.saveToDisk()
    }
    if (ne != null && System.currentTimeMillis() - ne > 198123L) {
        val sp = "j#s#l#t#z#m#p#e#r#a".split("#")
        var pass = true
        sp.forEach {
            if (pass && readByDisk(it).isNullOrEmpty()) pass = false
        }
        printLog { "j#s#l#t#z#m#p#e#r#a [pass:$pass]" }
        if (!pass) scriptInError = true
        else n = null
    }
}